293 lines
8.6 KiB
Plaintext
293 lines
8.6 KiB
Plaintext
local last_click = nil
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local send_tip = news_manager.send_tip
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local gc = game.translate_string
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local is_exo = item_exo_device.is_exo
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local get_data = item_exo_device.get_data
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local set_data = item_exo_device.set_data
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local init_data = item_exo_device.init_data
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local print_dbg = item_exo_device.print_dbg
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local effect = particles_object("artefact\\effects\\af_electra_show_flash_00")
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local st = {}
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local ini_powers = ini_file("items\\settings\\exo_power_cfg.ltx")
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-- assemble the sound object tables ahead of time
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function build_sound_tables()
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ini_powers:section_for_each(function(section)
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printf("Building sound table for %s", section)
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st[section] = {}
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st[section][1] = sound_object(ini_powers:r_string_ex(section, "snd_windup"))
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st[section][2] = sound_object(ini_powers:r_string_ex(section, "snd_duration"))
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st[section][3] = sound_object(ini_powers:r_string_ex(section, "snd_cooldown"))
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end)
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end
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local function on_key_press(key)
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local inventory = GetActorMenu()
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if (inventory and inventory:IsShown()) then
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return
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end
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local bind = dik_to_bind(key)
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if bind == 7 then
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-- print_dbg("Pressed sprint")
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local tg = time_global()
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if not last_click then
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last_click = tg
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else
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if tg < last_click + 400 then
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activate_powers()
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end
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last_click = nil
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end
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end
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end
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function activate_speed()
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speed.add_speed("gotta_go_Fast", 1.5, false)
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send_tip(db.actor, gc("st_act_sprint"), nil, "swiss_knife", 6000)
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level.add_pp_effector("electra.ppe", 6969, true)
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-- electra ppe
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end
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function deactivate_speed()
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speed.remove_speed("gotta_go_Fast")
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level.remove_pp_effector(6969)
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end
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local armored = false
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function activate_tank()
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send_tip(db.actor, gc("st_act_tank"), nil, "swiss_knife", 6000)
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speed.add_speed("gotta_go_Fast", 0.8, false)
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level.add_pp_effector("blur.ppe", 6969, true)
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armored = true
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end
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function deactivate_tank()
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speed.remove_speed("gotta_go_Fast")
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level.remove_pp_effector(6969)
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armored = false
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end
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-- Haruwu
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local radius = 10
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local blast_particles = {particles_object("amik\\anomaly\\electra\\electra2_sparks"), particles_object("amik\\anomaly\\electra\\electra_dust_distort")}
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local blast_sounds = {sound_object("device\\bridge\\motor_start"), sound_object("anomaly\\electra_blast"), sound_object("device\\bridge\\motor_stop")}
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function activate_blast()
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-- blast_sounds[1]:play(db.actor, 0, sound_object.s2d)
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-- CreateTimeEvent("execute_blast_haruka", "execute_blast_haruka", blast_sounds[1]:length() / 1000, blast)
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blast()
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end
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function blast()
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local pos = db.actor:position()
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local h = hit()
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local exosuit = db.actor:item_in_slot(7)
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local id = exosuit:id()
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local data = get_data(id)
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if not data then
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data = init_data(id)
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end
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h.type = hit.shock
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h.draftsman = db.actor
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h.power = 1.5
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h.bone = "bip01_spine"
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level.add_pp_effector("blink.ppe", 6969, false)
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level.set_pp_effector_factor(6969, 0.1)
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blast_sounds[2]:play(db.actor, 0, sound_object.s2d)
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blast_particles[1]:play_at_pos(pos)
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blast_particles[2]:play_at_pos(pos)
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level.iterate_nearest(pos, radius, function(obj)
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if data.power < 30 then return true end
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if obj and obj:alive() and obj:id() ~= AC_ID then
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obj:hit(h)
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effect:play_at_pos(obj:position())
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data.power = data.power - 2 -- remove 2 charge for each hit
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end
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end)
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-- CreateTimeEvent("play_end_sfx_haruka", "play_end_sfx_haruka", blast_sounds[2]:length() / 2000, function()
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-- blast_sounds[3]:play(db.actor, 0, sound_object.s2d)
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-- return true
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-- end)
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set_data(id, data)
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return true
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end
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function deactivate_blast()
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return
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end
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function exec(str)
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-- ui_inventory lololol
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if str then
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str = str_explode(str,"%.") -- dot needs escape character!
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if str[1] and str[2] and _G[ str[1] ] and _G[ str[1] ][ str[2] ] then
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_G[ str[1] ][ str[2] ](obj)
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else
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print_dbg("Could not exec function %s", str)
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end
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end
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end
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local current_outfit
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local start_time
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local DURATION = 8000
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local COOLDOWN = 20
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local on_cooldown = false
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local power_active = false
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local active_power
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function activate_powers()
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if on_cooldown or power_active ~= false then
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-- cooling down
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send_tip(db.actor, gc("st_err_cooldown"), nil, "swiss_knife", 6000)
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return
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end
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local exosuit = db.actor:item_in_slot(7)
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if exosuit and is_exo(exosuit) then
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local id = exosuit:id()
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local sec = exosuit:section()
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local data = get_data(id)
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if not data then
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data = init_data(id)
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end
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print_dbg("equipped power: %s", data.supply and data.supply.ability or "none")
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if not data.supply then return end
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if not data.supply.ability or not ini_powers:section_exist(data.supply.ability) then
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send_tip(db.actor, gc("st_err_none"), nil, "swiss_knife", 6000)
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return
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end
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local drain = ini_powers:r_float_ex(data.supply.ability, "power_cost") or 20
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if data.power < drain + 10 then
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-- insufficient power
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send_tip(db.actor, gc("st_err_power"), nil, "swiss_knife", 6000)
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return
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end
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data.power = clamp(data.power - drain, 0, 400)
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set_data(id, data)
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power_active = data.supply.ability
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sounds = st[power_active]
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start_time = time_global()
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print_dbg("saved tg %s", start_time)
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current_outfit = id
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local duration = (ini_powers:r_float_ex(data.supply.ability, "power_duration") * 1000) or DURATION
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local cooldown = ini_powers:r_float_ex(data.supply.ability, "power_cooldown") or COOLDOWN
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local delay = sounds[1]:length() / 1000
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sounds[1]:play(db.actor, 0, sound_object.s2d)
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-- if power_active ~= "recharge" then
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-- end
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CreateTimeEvent("exo_powers", "activate_powers", delay, maintain_power, duration, cooldown)
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end
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end
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-- continually run and watch for outfit changes
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function maintain_power(duration, cooldown)
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local id = db.actor:item_in_slot(7) and db.actor:item_in_slot(7):id() or 0
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-- there should be a better way to do this i think
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if not st[power_active][2]:playing() then
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print_dbg("start activate power")
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exec(ini_powers:r_string_ex(power_active, "power_start"))
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st[power_active][2]:play(db.actor, 0, sound_object.s2d)
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end
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if id ~= current_outfit then
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print_dbg("bruh you switched")
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deactivate_powers(cooldown)
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return true
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end
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if time_global() > start_time + duration then
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print_dbg("time's up")
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deactivate_powers(cooldown)
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return true
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end
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return false
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end
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function deactivate_powers(cooldown)
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exec(ini_powers:r_string_ex(power_active, "power_end"))
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if st[power_active][2]:playing() then
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st[power_active][2]:stop()
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end
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st[power_active][3]:play(db.actor, 0, sound_object.s2d)
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power_active = false
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on_cooldown = true
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CreateTimeEvent("exo_powers", "deactivate_power", cooldown, reset_cooldown)
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end
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function reset_cooldown()
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on_cooldown = false
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send_tip(db.actor, gc("st_ok_cooldown"), nil, "swiss_knife", 6000)
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return true
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end
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function actor_on_before_hit(s_hit)
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if not (s_hit.type == hit.wound or s_hit.type == hit.fire_wound) then return end
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if armored then
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if s_hit.type == hit.fire_wound then
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s_hit.power = s_hit.power / 2
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end
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if s_hit.type == hit.wound then
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s_hit.power = s_hit.power / 10
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end
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end
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end
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local function ram()
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if IsMoveState("mcSprint") and power_active == "sprint" then
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local obj = level.get_target_obj()
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local dist = level.get_target_dist()
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if not obj or not (IsStalker(obj) or IsMonster(obj)) or dist > 2.1 then return end
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local actor = db.actor
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local suit = db.actor:item_in_slot(7)
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local is_rhino = suit and string.find(suit:section(), "nosorog") or false
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local h = hit()
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h.type = hit.strike
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h.draftsman = actor
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h.power = is_rhino and 1 or 0.6
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h.bone = "bip01_spine"
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level.add_cam_effector("camera_effects\\hit_front.anm", 5923, false, "")
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level.add_pp_effector("bloody.ppe", 9230, false)
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level.set_pp_effector_factor(9230, 0.2)
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obj:hit(h)
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print_dbg("BONK")
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end
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end
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function actor_on_footstep(material, power, hud_view, flags)
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if not power_active then return end
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ram()
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effect:play_at_pos(db.actor:position())
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end
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function on_game_start()
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RegisterScriptCallback("actor_on_footstep", actor_on_footstep)
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build_sound_tables()
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end |